Virtual Reality, the ultimate immersive experience

Creativity, dipping, sensitivity, fascination, interaction, technology and imagination are some of the many concepts that could better define which is the virtual world. The revolution, able to break the barriers of information, communication and entertainment, is represented by the projects and virtual reality devices.

Perceived simulated 3D environments, through which the user can move in seconds to dream worlds, are representing virtual reality. The latter stands as a sensory tool, a more accurate way, will enable the society to find and decipher some of the keys that will answer some of the anthropological questions that the human being has been raised ever since.

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This same Virtual Reality, an ever-increasing influence on our society, comprising the man-machine interface, which will allow the user to the fact immersed in a 3D graphical simulation generated by a computer, navigating and interacting in it in real time, from a perspective that is focused exclusively on the user.

Applications of virtual reality

All this synthetic experience the person intended to replace physical reality by a fictional environment created by a computer system. Beyond these types of simulations, these projects will allow to capture the implicit user in their natural movements, projecting them in the generated virtual world.

The reconstruction of cultural heritage, crowd simulation, medicine and the sense of presence are some of the many applications of this virtual reality.

For example, the recovery through the simulation of unique pieces of old, have been destroyed or have been completely degraded, it is to be achieved through the reconstruction of cultural heritage to which reference was made in earlier lines. With this kind of project can show the piece in perfect condition in various parts of the world simultaneously, to the extent that can be lifted complete with virtual museum pieces.

In the field of medicine, its application is found represented in the virtual simulation of the human body, from which images can make 3D recreation of the patient, a fact that will facilitate the development of a diagnostic or even simulation operations if necessary.

With regard to the application of virtual reality in the field of presence, simulating situations to induce behavior in individuals to treat conditions such as phobias, social anxiety, and conflict resolution or undertake studies of violence. To simulate the behavior of crowds a large percentage of people will play without requiring their presence, especially in complex situations such as the evacuation of a building.

The fundamental pillars of virtual reality

A virtual reality system to be considered as such should be seated on three pillars. One is the interactive simulation;virtual reality will differentiate a simple animation. In the latter case, viewers are presented as passive, in the sense that they cannot alter the content of the images referred.

However, a virtual reality system, the user can freely choose their movement through the scene, so that their actions directly affect the images you see. Also in these cases, the user will have the ability to improvise movement on the fly, without need for a previous script, because the VR system will respond to your actions in real time.

Another key ingredient of such a system is what is known as implicit interaction. In this sense, the will of the user is captured, contained in its natural movements. A representative example can be found in the virtual camera, which is updated based on the movements of the user’s head. In the event that the latter wants to see the part of the virtual world behind it, it is not necessary to use a command, but sufficient to perform the same natural gesture that would undertake in the real world.

The sensory immersion, meanwhile, is the third element in any system of virtual reality is based. With reference to the latter way off the real world and the virtual connection is made. Of the different organs, the view is one that provides us a greater amount of information, and provides a greater sense of presence. The higher the number of senses stimulated, the higher the degree of immersion.

Today many companies immersive interactive division specializing in this activity, you close virtual reality services. Dedicated exclusively to the development of interactive 3D applications, serious games and fully immersive experiences, works with devices such as Oculus Rift VR or Google Samsung Cardboard Gear, which has three basic components such as the magnet, the lenses and the Smartphone.

Located on the left side of the viewfinder, the magnet allows you to interact with the Smartphone without touching the screen. We are facing a neodymium magnetic ring, which will remain in place by the magnet fitted to the inside of the viewfinder. For its part, the lenses grant a greater sense of depth.

Along with these services, it also offers virtual visits with the ability to explore any environment and interact freely with its elements, in a way that breaks the limits so far.

All this to say nothing of their projects or as their ability to take full advantage of the gamification through educational games, advergaming and training tools.